Auztralian Industries (AuzInd)

Discuss, get help with, or post new graphics for TTDPatch and OpenTTD, using the NewGRF system, here. Graphics for plain TTD also acceptable here.

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GarryG
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Supercheese wrote:Very snazzy!
Thanks pal.

Anyone wanting the sauce files to AuzInd160 Version 29 .. here it is.
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Re: Auztralian Industries (AuzInd)

Post by kittle »

I've been playing with the latest version of AuzInd160 and I've noticed an issue with Fruit Plantations, in that they neither accept nor produce any cargo. The attached screenshot is from a game where I disabled all grfs except AuzInd160 to make sure it wasn't an issue with it clashing with another grf.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

kittle wrote:I've been playing with the latest version of AuzInd160 and I've noticed an issue with Fruit Plantations, in that they neither accept nor produce any cargo. The attached screenshot is from a game where I disabled all grfs except AuzInd160 to make sure it wasn't an issue with it clashing with another grf.
Thank you for letting me know .. I just noticed the problem is the cargo .. the cargo suppose to be Fresh Produce and that cargo is not being displayed in game.

Fruit Packing Shed also not producing anything.

Will try to fix as soon as I can .. might have to change it back to Fruit and vegetables.

Thanks pal
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Managed to fix the problem quicker then I thought. Notice AuzInd161 had the same problem.

Here's update to both versions.

Fixed issue with Fresh Produce and Processed Foods.

Made some changes to farm graphics.
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AuzInd161.rar
Version 3
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AuzInd160.rar
Version 30
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Hi all,

Time for me to have a vacation from coding and graphics.

Time for me to test everything I done by making my scenario and playing some games.

Making all the projects I don't get much chance to play a game properly .. just testing new things I added for a short while and not seeing if it has interfered with other parts from working.

Unfortunately I created a few errors the past few months with both AuzInd sets.

Some of these errors were:

2 Cargos was not available the Fresh Produce and the Processed Foods.
Some Industries especially the Clay Pit closed early.

New updates to the AuzInds have been added to Bananas.

So I going to stop coding and adding new things and start testing everything I done by making a scenario and play some games to see for myself if all is working properly.

I will keep you updated.

Cheers all
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Amak
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Re: Auztralian Industries (AuzInd)

Post by Amak »

Top job Garry mate, one request when(if) you feel like it. Can you change fishing docks to say produce fresh produce or meat (or oil whatever) and have fishing rigs similar to firs? This makes for a better 1700 start with ships. It would be great to see more water based industries.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Amak wrote:Top job Garry mate, one request when(if) you feel like it. Can you change fishing docks to say produce fresh produce or meat (or oil whatever) and have fishing rigs similar to firs? This makes for a better 1700 start with ships. It would be great to see more water based industries.
I can do that .. I originally had fishing grounds but took them out to make room for some of my own ideas .. as at that time was restricted to the number of different Industries allowed. But now can have more and never thought about adding the Fishing Grounds again until you mentioned it. Thanks for the reminder.

So in version 31 will have Fishing Grounds.

I changed the Fishing Harbour to accept FISH and produce FOOD and PROCESSED FOODS.

I altered some of the graphics of the Fishing Grounds to include some fishing boats.

I had a quick test and all appears to be ok .. I will not get a chance to test properly for a few days as tied up with medical appointments this afternoon and tomorrow morning.

If any one like to try and give me feed back be appreciated. If all works ok I will release on Bananas later in week.
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Version 31 with Fishing Grounds.
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Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
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Auz Bridges: viewtopic.php?f=26&t=75248
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been fishing with the Fishing Grounds.

Adding fishing boats and see if I can spread them out a bit.

Here's a pic give you and idea what I up to.
Lets go fishing.png
Lets go fishing.png (14.99 KiB) Viewed 3042 times
Left some of the fishing pots to see if can catch some crabs and lobsters.

At the moment the boats all facing same direction .. going to see if I can get some to trawl from North West to South East.

My biggest problem is time .. need to catch a bus very soon go to some appointments.

Amak .. you mentioned that there isn't much Industry for ships .. have you or any one else got any suggestions for Industries that can be placed on or near water?
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Re: Auztralian Industries (AuzInd)

Post by Alberth »

Ha, just started a vacation, and you're more busy already :D
As for trawlers crossing the seas, I think you can only do that by letting them go to some buoys.

I think andy also once pondered about better water industries but that didn't result in much afaik.
Some random ideas
- Treasure hunting
- Growing lobsters, oysters, or fish
- Below-water city
- Nuclear bombs (James Bond seems to regularly find these)
- Deep sea mining (land is depleted, let's harvest the other 70% of our planet).
- Missile launchers to space
- Ghost ships
- Lochness monster or sea snake hunters (or other legendary monsters)
- Tourist attraction (See the barrier reef before it's gone!!)
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Been fishing some more. Now have fishing boats going 2 different directions.
Lets go fishing2.png
Lets go fishing2.png (19.29 KiB) Viewed 3028 times
The lobster and crab pots courtesy of the Industry Fishing Grounds from the guys who made FIRS 1.4.3.

The fishing boats courtesy of Planetmaker's FISH shipping set.

Seagulls courtesy of Supercheese's SNO-Supercheeses_NewObjects .. they have not been added to the Fishing Grounds .. just using them as objects with the boats.

Here's version 31 updated with the boats spaced better and facing 2 different directions.
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Version 31 (updated)
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Alberth wrote:Ha, just started a vacation, and you're more busy already As for trawlers crossing the seas, I think you can only do that by letting them go to some buoys.I think andy also once pondered about better water industries but that didn't result in much afaik.
Some of your ideas even some of the silly ones might be ok.
Alberth wrote:- Growing lobsters, oysters, or fish
That idea got me thinking .. where I have both the fishing boats and crab pots in one Industry set .. maybe I could separate them and make them 2 Industries. One just displaying the crab pots and a different one showing the boats.

Unfortunately the boats stay stationery and fish 24 hours a day in the same place. Have to send other ships out to them to collect what they catch. Shame can't make them move.

The Oysters could be a separate water Industry .. whether or not I can make some oyster racks?

Shall ponder on those ideas and any more you can think of for me.
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All my projects are GPLv2 License unless stated.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Do you think this will pass as Oyster Leases for the game?
Oysters_1.png
Oysters_1.png (5.18 KiB) Viewed 3024 times
Unfortunately our oceans and lakes in game are not tidal so not sure if Oysters will still grow. Also I not sure if the waters in game are salty.

If I add this to Industry set think I will have to rename FISH to SEAFOODS.

Seeing if I can make some fences to act as fish farms to go on the water ..heard of a person who tried to do fish farming but his tractor sunk.

Edit:

Forgot to add the fish farm.
fish farming_1.png
fish farming_1.png (8.33 KiB) Viewed 3021 times
All these seafood Industries are great for adding more water based Industries, but still like to find something different. Could add Dredging for gravel and sand. But hope can think of something else.
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Re: Auztralian Industries (AuzInd)

Post by Alberth »

Afaik, andy made FISH, possibly planetmaker helped him (not sure).

As for the oysters and fenced fish water industries, they work for me!


While writing the list I was thinking perhaps openttd should provide a "sea" flag to the NewGRF, for water that attaches to the edge. No idea about feasibility however, it might be expensive to run that check.
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Re: Auztralian Industries (AuzInd)

Post by planetmaker »

In FISH I have basically no stakes, that's all andys fabulous work.

Concerning water: There's a distinction for different water classes already - which for instance ships can even query as can NewObjects, Industries and so on:

Code: Select all

WATER_CLASS_XXX 	XXX = [NONE | SEA | CANAL | RIVER]
https://newgrf-specs.tt-wiki.net/wiki/NML:Objects
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

planetmaker wrote:In FISH I have basically no stakes, that's all andys fabulous work.
That's interesting .. I got the graphics from FISH-r1667 .. the readme file that comes with it has you as credit.
Author: Ingo von Borstel (aka planetmaker). Thanks also to
Alberth, Terkhen Yexo, Rubidium and Ammler who frequently give valuable
input in form of advice and patches to this project.
Apologise if I got it wrong .. I know Andy is involved in some FISH sets , just that it doesn't credit him with this one.
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Re: Auztralian Industries (AuzInd)

Post by Amak »

Wow! Thanks A LOT Garry, I wasn't expecting you to jump back into it so soon. Hope your health stuff is all good mate.

I'm looking at the last cargo list you posted and industries, I may try to make a visual cargo flow chart just to get some idea's and perhaps help with game-balancing.

One idea that springs to mind:

"Shipwreck" - Produces: METAL, GOODS (like 2t a month, something stupidly small good for small ships) - Requires: PASSENGERS, PROCESSED FOODS

"International Cruise Ship" (two different industries one on shore-line one in water) - Produces: LIQUID MERCHANDISE, MAIL - Requires PASSENGERS, CHEMICALS, MAIL

"Pirate Ship" (think "stop the boats") - Produces: NOTHING - Requires: FUEL, FOOD

Little islands would also be cool, hotel resorts, prisons, floating restaurants. Waste water treatment (did you hear, this summer Melbourne beaches had too much poop in the water to swim haha), water pumping station (generally goes to a on-land water treatment plant). Wind turbines, crashed planes, treasure troves.

Just some idea's. I'll keep thinking and may end up working on a cargo flow chart for auzInd.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Amak wrote:I'm looking at the last cargo list you posted and industries, I may try to make a visual cargo flow chart just to get some idea's and perhaps help with game-balancing.
That be good if like to do that.

This might help as I record what I doing on Spreadsheet.
AuzInd160.rar
2013 Excel Spreadsheet
(28.25 KiB) Downloaded 69 times
Amak wrote:One idea that springs to mind:
The little Islands I thought of before have two ideas with these .. as a holiday resort and to act like another country for importing and exporting too .. just not sure how go about that just yet.

Also thinking of another set of Wharves and try arrange the cargos so that can that they can transported between the wharves, Port or Bulk Terminals using ships if like.
andythenorth wrote:Oops I never did fix that readme
Glad I not the only one who forgets to do things :D .. sometimes I think the more confident we get in making these projects the more mistakes we make :D

Hope later today after I finish with appointments I can work on the Oyster Leases and Fish Farms. Like to get these water based Industries finished for the weekend.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

Here's what the Fish Farms and Oyster Leases look like.
Seafood Farm and Oyster Lease.png
Seafood Farm and Oyster Lease.png (18.81 KiB) Viewed 2949 times
The Fish Farms have round and square pens. Guess we need a school for the fish too :D

The Oyster Leases on the right. Some of the leases have already been harvested.

Both Industries produce Seafood.

There is a mooring mask with a red flashing light on top for boats to tie up to while loading.

In a test for a 512 x 512 map set the year at 1920 with water set at medium and terrain set as flatI ended up with the following number of water based Fisheries.

Fishing Grounds = 3, Oyster Farms = 2 and Fish Farm (on Water) 1, Fish Farm(on land) = 3.

Second go: Fishing Grounds =3, Fish Farm (Land) = 4, Fish Farm (water) = 3, Oyster Farm = 2
.
However none of the water based fisheries built in lakes.

I think the code Planetmaker gave me needs to be added so they will build in lakes too.

See if I can figure out how to use it.
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Re: Auztralian Industries (AuzInd)

Post by GarryG »

If anyone like to try a game with all those fisheries .. here's a copy of AuzInd160 Version 32.

I haven't figured out yet how to add the code that Planetmaker provided .. might need help with it .. but like to try a few more times first see if I can figure it out.

I think be good if some water based Industries built on lakes too.
Attachments
AuzInd160.rar
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Soot Happens
Screenshot Of The Month Winner March 2020
All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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Auz Trains: http://www.tt-forums.net/viewtopic.php?f=26&t=74193
Auz Industry Sets: http://www.tt-forums.net/viewtopic.php?f=26&t=74471
Auz Objects: viewtopic.php?f=26&t=75657
Auz Bridges: viewtopic.php?f=26&t=75248
Auz Stations: viewtopic.php?f=26&t=76390
Auz Tracks: viewtopic.php?f=26&t=82691
Auz Subway Stations: viewtopic.php?f=26&t=85335
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